Showing posts with label Space Aim. Show all posts
Showing posts with label Space Aim. Show all posts

Tuesday, March 1, 2016

David Monteleone, Week 8 Journal PPJ, Blog post 8, GMAP 378

Content with Hours (Examples included):
                The group tasked me with going through several of my own games along with games from last quarter and fixing several bugs in them. I also added several enhancements throughout the games. The first game I needed to fix was Space Aim. The movement style was switched to using AddForce many weeks ago. As a result the gameplay was completely different. It was changed in order provide a more fluid experience on the motion base. The group decided it made the game much worse, so I was tasked to change it back. Another fix in Space Aim that I had to do was to make the “collision box” encompass the feet. The feet no longer clip through geometry or walls! Last, the controls for Space Aim had a slight bug from the work I did on them last week. The controls would still flip every so often. After bug hunting for a while I did find the issue. It was related to old code from last quarter… I hope it works correctly now!
 (1 hr)

                Next, I moved onto bug fixing the newer games that I produced. The Press game needed to have sound effects added to it in order to enhance the experience of winning and losing. Thus, I had to rework some of the code to allow for some time to play the sound clip before moving onto the next game. I did the same for the Quiz game. There are now distinct, and fun, sounds for when you win and lose them. In addition to adding sounds, I added some cabin motion for when players win. Previously there was only a shake when the players lose. Now there should be motion for winning or losing (different types of course). The Water Gun game required a number of tweaks that the group asked of me. First, I switched the controls from being “holding” to “mashing”. Based on the in person feedback the group said that players kept mashing the bumpers in Water Gun. This took a fair amount of time as the code for shooting was tide to holding the buttons instead of mashing them and had to be rewritten/restructured. The alien controls for moving their target up in Water Gun was switched to the spacebar instead of the up arrow. This was also based on group’s and player’s feedback. I then made the cardboard waves in the Water Gun game move up and down. The group’s feedback indicated that they didn’t realize that they were supposed to be on water and moving the waves may help. The Water Gun game had a slight bug where the balls being shot would spawn behind the gun and go through the water gun. I fixed this and now the shooting looks great! Last, the Water Gun game had some stale code from the beginning of the quarter that result in some weird controller behavior when relating to the new controller scheme I implemented last week. I took the old code out and fixed the places that broke after taking it out. Water Gun, Press, and Quiz should be ready to ship now!
(4 hrs)

                My last major task for the week was to rework the initial welcome/controls screen. This is the screen that players first see and use to define who is player 1 and who is player 2. I brainstormed with the group at our weekly meeting to decide what information the screen should convey. After a couple iterations I found that the screen shown below is the best version. I reworked the screen to get the logo in it, add proper controls where the players should be looking, and even told the aliens where they should start paying attention to. I had to make control images from bits and pieces of other controls that Angela had made. I just Photoshopped them together. The goal of this layout is to get the humans and aliens looking in the correct spots from the start of the game! After we play test this version I hope that my intuition is correct.

(1.5 hrs)

Content Positive (Duplicate hours from above):
-          I fixed Space Aim hit boxes, movement, and controls bugs were fixed (1 hr)
-          Numerous Water Gun game bugs were fixed by myself (Button mashing, shooting, waves, controls…). The Press and Quiz games got some added audio effects by myself. They also had their code reworked to display the new controls on the dashboard instead of text. (4 hrs)
-          I reworked and created the new control screen/welcome screen scene(1.5 hrs)

Content Negative
-          None
Total Hours for the week: 6.5 hrs

GDC Vault Post Mortem Reaction:
I chose to watch the Among Friends – An Uncharted 2: Among Thieves Post-Mortem from the GDC Vault. The game studio behind the game is Naughty Dog. I’ll give the general layout that Naughty Dog chose for the hour long talk and then give my analysis, take away, and reaction to it. The general flow could be summarized as follows:

1. Introduction to the studio and game (Who they are and where they’ve been)
2. Idea and direction of the game (Where the team wanted to go with the game)
3. Preproduction and concept designs (Ideas that the team wanted to implement)
4. Macro design and layout of the game as a whole (High level game layout and flow)
5. Full production of the game and micro design (Methods for full production both art and code)
6. Methods used for full production and organization (Development models used – 1 week sprints!)
7. Technical Challenges and how they overcame them in production (Art and Code)
8. Analytic tools and methods used to test and gain data from testing (How they collected data on the game)
9. Play testing methods along with example test data gathered (How they tested the game in alpha and beta stages)
10. Final conclusion and turnout of the game (Obviously it was a huge success)

My main reaction to the overall presentation is that game developing is incredibly fast paced and it’s difficult to organize almost anything. By the time production begins the team is on such a tight schedule that everything is on either a daily or weekly basis. The developers made a point of saying that at some point talking about what to implement needs to turn into actually implementing it. They claimed that this is the best method of game development. Simply implement as many things as you can and see what works and what doesn’t. You can’t just keep things on the whiteboard or on paper.
A point that I felt deserves being discussed is that fact that they seemed to only go heavy on play testing at the end of the game’s development. This is different with regards to how we play tested on game. We play tested in grey box stages. I’m not sure which is the best, but it seems like they just internally play tested during the early development stages.
When they discussed preproduction I found it rather interesting that the simple most important deliverable from preproduction wasn’t any GDD or anything like that. It was more of a high level abstract layout of how the game would flow from start to finish. This gave the team the ability start breaking our tasks into chunks based on levels and gauge how much team was needed for each section.
Time management and estimation was an interesting topic that was peppered throughout the talk. The team made several points that showed just how inaccurate time estimates can be. They cost the team significant production delays and ended up having to wait on either artists or programmers to finish certain sections. Eventually they had to build their work schedules around these pieces that took the longest to make. Time estimation is something our own team has learned that is critical to timing the deliverable of any game. It’s interesting to see that even professionals struggle with it.
The last section of discussion that really stood out to me was how even within this face paced development, the team was able to take time to optimize the game. Usually from my experience at Drexel, optimizing the game is almost an afterthought. The team specifically set aside time to make sure that each level ran at a consistent 30FPS. They were thinking entirely about how the end user would experience their game. In contrast to the games I’ve made at Drexel, the teams usually don’t think as far as pleasing the end user since the games are done at the end of the term. GMAP 377-378 are slightly different though since the games will be kept on the motion base.
In conclusion, the Naughty Dog team created an excellent game and the development of the game was not exactly organized, but was directed enough to get to the finish line. Ultimately it was an excellent game that tackled many development challenges that were explained in the talk.




Wednesday, November 18, 2015

David Monteleone, Week 9 Journal PPJ, Blog post 6

Trailer, tube man, UI, Stello Says, Runnerz, Space Aim, Foot, HighScore, PPJ

Content with Hours (Examples included):
This week saw the tweaking of many pieces of our game by myself. My first task was to capture the gameplay footage that Cory would use to make the trailer that is due this week. I went through several mini game captures and had to find decent video capture software so that our trailer is high quality and looks professional. Along with this, Cory and I captured some clips of the motion base moving. For this we had to schedule time at the motion platform on Tuesday.
 (2 hrs)

After capturing the video for the trailer was accomplished, I moved my efforts towards redesigning the UI to pop out more. Using Angela’s new UI/HUD icons I put the control icons on the main dashboard. The timers and the score were placed in the top left and right of the HUD. To provoke the players to read the control icons, I made them pulse. From my Wednesday play testing, with it on the motion base, all players did pick up the controls and figure out how to play the games. The new UI/HUD is visible below.

New HUD and new Runnerz textured
(2 hrs)

My effort was then focused on Adding art to both Space Aim and Runnerz. Space Aim, required Riley’s foot model to be placed in the field of view for the player. Thus, I added it in. I also placed some of Angela’s textures onto the walls of the tunnel. For Runnerz, it was meant to use art from the other games. Therefore, to indicate to the players to jump, I used the foot model as the marker. I made a cylindrical skybox and textured the platforms after that. Before I finished working on Runnerz, I redesigned the course to be simpler and straight forward. The new texturing and design for Runnerz is viewable above.
 (1.5 hrs)

Riley was able to finish the tube man model along with the animations for him. I added the tube man into the Stello Says mini game and had to figure out how to activate his animations. I’ve never worked with 3D animations in Unity so this entire process was a learning experience. After much frustration the tube man now moves according to the input from the aliens outside the motion base.

Tube dude added to Stello Says
(2.5 hrs)

Throughout the duration of this week, I accomplish various other small tasks. This includes updating the sell for content and integrating fonts and video into it. I had to step in and texture some of the mech assets such as the terrain. I had to go to open lab hours to try and fix a Space Aim motion bug, but that will be dealt with next week. I fixed a Stello Says controller bug that prevented player 2 from inputting anything. Finally, I had to make it so the player’s score is highlighted on the high score board.
(1 hr)

Content Positive (Duplicate hours from above):
-          I captured all footage for the trailer draft. (2 hrs)
-          I redesigned the UI/HUD to allow players to quickly grasp the controls of each game. (2 hrs)
-          Space Aim and Runnerz have art fully added. (1.5 hrs)
-          The tube man along with his animations we added by myself. (2.5 hrs)
-          Various small tasks were accomplished that helped other teammates during the week. This includes texturing and the SELL. (1 hr)

Content Negative
-          Space Aim motion bug was found.

Total Hours for the week: 9 hrs

Tags: Trailer, tube man, UI, Stello Says, Runnerz, Space Aim, Foot, HighScore, PPJ

Wednesday, November 4, 2015

Cory Zicolella, Week 7 PPJ, Blog Post 3

Creating Qualtrics Survey v1.1 - 3 hrs
Lego Grill Model - 2 hours
Sell v3 - 1 hour

This week I went hands on with the Qualtrics survey, improving it from its previous 8 question version to a 30 question version complete with branching and question validation.  This will be the basis for the next iterations of the survey (which I have plans for), hopefully including some heat map picture info and other things.  The survey combines both experiences with and without the use of the motion base using logic pathing, so I don't have to make two different surveys to accomplish slightly different things.  Instead, I included all of the relevant questions and organized them accordingly.

I also tackled the 'Lego Grill' model idea we had for Space Aim- in our meeting this week we realized we need to capture our wacky essence that we had pitched for so long, and we can't do that without some wacky game concepts or models.  So for Space Aim, our direction we decided to go in was perhaps make the ship a big foot trying to navigate its way through the holes in the lego walls, that also seemingly are covered with hot grill grates (ouch!).  This would have taken half the time, had I not finished the model the first time then realized it was far too high poly for Unity.



 I then remade it with roughly half the polys it used to have, and that still may be too much, but it's certainly better than it was (and I have an idea of a way to drastically reduce it more if I have to).

I also made some minor updates to the Sell pitch including coloring text and changing the font to reflect our art direction.  Alot of my time here was spent trying to get some good pictures of the games from the Unity scenes to include, but I didn't have a controller I could connect to my PC which made it sort of a wasted effort, because I couldn't navigate.

Content Positive
-The Qualtrics Survey is 30 questions, and has full branching and validation (3 hrs)
- I have a v1 of a Lego Grill model for the Space Aim environment (2 hrs)
- The Sell Pitch v3 has been updated to reflect art direction (1 hrs)

Content Negative
- I had to remake the Lego Grill model as soon as I finished it; but it was my fault
- Midterms this week impeded the schedule I had originally planned
Total Hours Spent - 6 Hours